process log

8/30/25


you can officially play a demo of P#SSY RIOT on itch. i hope you like it. <3

8/28/25
two days remain. i finished my last itchio asset. very soon, it will be time for the agonizing work of Seeing If Anyone Likes It. :,)



ty for coming along with me on this journey!

8/26/25

YOU READ RIGHT, BABES. the game is finished and playable for trans rep jam! obviously, there are some caveats: i didn't get to include the racing sections i wanted to, because i just didn't have the resources to solve those collision problems satisfactorily in such a short time. i want them to be as solid as possible - and fun - so i decided to not rush it, and just release a prototype of the VN part and a proof of concept. additionally, there are some known issues with the demo that i may not get time to polish away, since i still have to make assets for the itch homepage. but all of that said, i'm happy with what i've made and i hope others who come across it are too! five days remain! (:


(decided to throw some of my concept art into the main menu. i already had it, so why not, right?)

oh -- it's also officially been a month since i started this project! (: kinda fun to scroll back through this log and realize everything below this was all done in a single month!

8/25/25
ONE WEEK REMAINS!!! my updates have become more sporadic because i'm honestly just working too fast to talk about everything. :,D i've been animating sprites, drawing more sprites, working on the UI, coding everything, and the entire first scene is now done!! i doubt it'll have a very impressive polish by the end of the week, but it's brought me a lot of joy to make and i'm proud of what i've accomplished in such a short time! ((: my main sticking point rn is coding the main menu, which also means making all the assets for it... BACK TO WORK

8/22/25
haven't updated in a min, i've been busy busy busy! i finished all the sprites i need for the VN section of the demo, just have to do a larger CG now (yikes). as for the derby sections... it's going! kind of. if i can't make it work in time for the demo, i'll likely just preview the mechs and list the project on itch as a WIP; i can't solve this in a single month, no matter how much i want to. :,)


my babies....


...and whatever this is.


OH GOD IT GOT WORSE.

8/18/25
despite my best efforts, i couldn't get the collision figured out in time. u__u that doesn't bode well for CGFM's actual demo, but i still have two more weeks to figure that out, so i'm not discouraged! more importantly...

YOU CAN NOW PLAY 'RAYS' ON ITCH!!!!!!!!!
i learned SO MUCH making this, as short as it is (less than five minutes, most likely). i hope if you give it a try, you enjoy your time with it!

8/15/25
i've been a little sick these last couple of days, but i have a few updates yet!


finished the final level of my collision test game, and did some sprite recolors to match each environment as well! i was working on these things while waiting to hear back from a programmer i had contacted for help, but unfortunately that didn't pan out -- i'm not fully out of ideas, but if push comes to shove i may have to scrap the collision entirely from this test game and release it for DYWJ as a simple little exploration. barely a game at that point, but i'm still happy to have made something that works! (:

UPDATE: ooouuguh IM SO CLOSE!!! i've retooled movement to be physics-based instead, i just have to solve speed...!



sketched out the final sprites for CGFM!i may have to extend them a little to give me enough wiggle room with the textbox, but i'm pretty happy with them otherwise. the rough draft script for the VN section is entirely done now, and polish will just rely on editing and wrangling VNgen.

8/12/25
spent some time on the cgfm track map to make it larger and actually get into the nitty gritty of timing and player speed. then i found A TUTORIAL!!!!!!! finally!!! for one of the things i've been trying to do! then i broke everything WHICH IS FINE... I HAVE PLANS TO REPAIR IT... AND HOPEFULLY THEY WORK. it's all part of the process right. RIGHT

8/11/25
i spent yesterday writing (both games) and working on levels for DYWJ! i'm actually really happy with these background asset recolors, considering i had just been looking for parallax backgrounds on opengameart. i'd say the VN scene for CGFM is about a third written. onward!

8/9/25 (again, post-sleep)
IT BEGINS!!!!!!!! the theme for DYWJ is "patch it up" -- i'm not exactly on theme, but i also kind of am in a weird way? i committed to using a character for the protagonist i originally painted ten years ago that i've always wanted to redraw. i guess i'm like... patching up an old design? ehh??? ehhhh?? eh, it's fine. here's a quick level i threw together - i want to get into testing the necessarily collision mechanics as soon as possible, leggooooooo



oh yeah - i also learned about pathing! at least the very basics of it. here's a peek at CGFM too:

8/9/25 (i haven't slept yet)



paid for the full verion of milanote for the month bc FRANKLY i have no idea how i would organize all this without it!!! tomorrow's the day, time to see what i can make for a jam with only about two weeks of experience in my engine. :,3

8/8/25
i've spent the last few days picking through a LOT of assets, messing with aseprite, trying again to implement VN mechanics, failing again to implement VN mechanics, actually fixing the test dialogue system and then breaking something else... i've decided to try using VNGen to see if it can solve my VN mechanic woes. lots of things happening, DYWJ starts soon!!!!! YEEEAAAA

8/5/25
spent today and last night working on implementing a simple dialogue system into a test game! after many hours of trial and error, it almost works. sort of. i've enlisted more help figuring out the collision/speed thing, so heres hoping that can get figured out either before or during DYWJ! 🥲

8/4/25



decided to test some sprite sizes and things in ren'py! i'm not using it for the final game, but the code has been relatively simple to pick up compared to GML, and it's quicker than troubleshooting that chatterbox plugin. (still having issues with that... COLLISION FIRST. ONE THING AT A TIME.) also, shoutout to r/rollerderby for being fucking amazing. i can't even say all the reasons why here rn, i have to get back to programming. but you WILL know why.


why did i make lola like this again...?

8/3/25



experimenting in aesprite with the character for my collision testing game! i'm still beating my head against the actual coding, too, but answers i can actually understand are elusive... i need an ACTUAL programmer for this game i can go to with all my stupid questions, lol. I NEED AN ADULT...


and a lola post as usual

8/2/25
nothing to show for the last few days, mostly bc i've been troubleshooting code and swapping projects! i've decided to save PXR for the trans rep jam (due in a month) bc it will give me more time to perfect the demo -- but i'm going to be testing mechanics for it in DYWJ, and that's what i've been sorting out! c: very excited to get started on it RAAAAAAAAA

7/30/25

started following this tutorial for using chatterbox & crochet/yarn in gamemaker! it is oh-so-helpfully returning an error when i try to test it, so i'm trying to fix it rn, but i'm glad to have a path forward! if i can customize the UI even more, i may not have to swap engines down the line.
also i miss the drag and drop coding. CRIES. i'm much more of a visual learner but so many of these tutorials are for GML, im being so brave about it. UPDATE: one error begets another - i got it to run, but SOMETHING hinky is definitely going on here.

7/29/25

we can fix this. i think. (tested diff controls for an actual racing game instead of just experimenting with collision, it controls okay but i'd like to have snappier turning if possible)

i also made something in whimsy... the limited palette was fun! (arrow keys to move, bump into your friends to speak to them,) also, finally settled on gamemaker for the purpose of making a small demo! i may end up limited and crying bc i had to swtch engines later, but at least im learning programming Sort Of

7/28/25


hey, this seems like it's wor -- OH GOD THE CONTROLS ARE BACKWARDS
(this was an easy fix (if you consider reversing control inputs an easy fix, i guess, but that's what i get for going left) BUT i do still have the problem that once lola crashes into a fence, i can't get him moving again. im sure there's a simple answer i'm missing)

7/27/25
this isn;t how skating works but ok
EAT SHIT
(bonk noise)

i'm still trying to decide which engine to use -- i can't tell if u can embed minigames in ren'py on the level i want, so it seems like godot or gamemaker are my best options... using RPG tutorials for GM and dialogic for godot? this is confusing. i like the responsive portrait in my scratch experiments tho, i need to find a way to replicate it and add more details to the code

7/26/25

no helmet though
you should know i followed a tutorial to the letter
he doesn't move. ive been beaten by a three step tutorial. will try again tomorrow

7/25/25

game design is complex.
SPIN YA LITTLE FREAK
going great so far

7/24/25 - the demo is called "clit golf for masochists" bc it keeps making me laugh. it's not a golf game